![]() ![]() Where mZoomLevel is the factor I get through the onTouch-Zooming. OpenGL ES 2.0 and 3.0 apps can either set a constant vertex attribute or use a uniform shader value to hold the value instead. tLookAtM(mViewMatrix, offset, eyeX, eyeY, eyeZ / mZoomLevel,ĬenterX, centerY, centerZ, upX, upY, upZ) Provide multiple versions of your model at different levels of detail, and choose an appropriate model at runtime based on the distance of the object from the camera and the dimensions of the display. If I zoom in, the object disappears because of the nearplane. So the biggest problem is the near-plane combined with zooming via the eyeZ-Value. So I'm not able to zoom in to some special parts ("THAT" far.) I'm using the zoom-touch gesture and get a value "scale" - what should I now do with this value?Ĭhanging the near-plane and far-plane distance and changing the eyeZ-Value within tLookAtM(.) but what I only achieve is zooming out. But either the object disappears because of the view frustum or I'm not able to get very "near" to this object. The model is a building with different floors - I'd like to zoom to every room of every floor. What I like to have is to zoom "through" this model. I've successfully drawn a model but it's pretty small and I'm not able to zoom into this model. I like to know about how to correctly zoom in OpenGL ES 2.0. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |